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Join date : 2012-09-06

Dicefight Basics Empty
PostSubject: Dicefight Basics   Dicefight Basics Icon_minitimeFri Sep 07, 2012 8:55 pm

To dicefight you use the dicebag held in the bag of all players and NPC characters. You both roll, and emote via typing what your character does. An Example would be for Initiation:

Strength User: "He slips into a defensive stance, as he is not very fast. The stance, however, does allow him to gain reach on her."
The Speed User: "She suddenly dances forward, spinning quickly to position herself right behind him for the offensive."

Begging/Escaping a Fight:
- Both players must approve of the battle, if both characters approve, then the battle begins by rolling Initiation. This is made by both rolling Dexterity and adding and bonuses to JUST Dexterity to the total roll (Example: A level 10 with a bloodline that adds +2 to Dexterity rolls 15 on his DEX roll. His initiative is now 15 (roll) + 2 (Bonus) =17). Whoever has the highest total wins the Initiation roll, and Goes First. If there is multiple people in the fight, then this is instead broken down, so say One person rolls a 15, another a 19, and another a 5. That means the Init would go: 19, 15, 5 for who goes first, second, third, and so on so forth.

- Escaping from a battle is a simple thing, you simply roll Dexterity against anyone who wants to stop you and he rolls Dexterity too like a normal attack, if you win then you escape, if you don’t you lose your turn and are still in combat. Some Jutsu allow bonuses to Escape Rolls, all passive Defensive bonuses add to Escape Rolls normally.

What Form of Jutsu Does What:
- There are three forms of Jutsu baseline and a few Sub branches. They work in the following way as far as rolls go.

-- Ninjutsu: Rolled with Wisdom, made for Damage Output, and Defense against nearly Anyhting, however it all has a CP cost no matter what.
-- Genjutsu: Rolled with Intelligence, made for Strategy, Stuns, Support, and Trickery, however it lacks Defensive Ability, and has CP Cost always.
-- Taijutsu: Rolled with Strength, or Dexterity, made for lower Damage but no Chakra cost and Free Defensive actions, but limited compared to Ninjutsu.
-- Kenjutsu: Rolled with Strength, or Dexterity, made for Damage that Rivals -- Ninjutsu with no chakra cost, but lacks Defensive ability, and suffers penalties for its offensive power.

Only Taijutsu has a Solid Set amount of Damage out of all of these based on Character Ranking. For this you will find it below, for information on Ninjutsu and Genjutsu please see the Jutsu List Section, for Kenjutsu please look to the 'Weapon/Tools Rules' Area of the Forum.

Taijutsu Damage Chart:
- Academy Student: 1d4 Base Damage
- Genin: 1d6 Base Damage
- Advanced Genin: 1d6+1 Base Damage
- Chunin: 1d8 Base Damage
- Advanced Chunin: 1d8+1 Base Damage
- Special Jounin: 1d10 Base Damage
- Jounin: 2d6 Base Damage

Critical Hits:
- Critical hit is caused when your character puts extended chakra/power into their jutsu, and does extra Damage. When you roll a 20 on your Attack / Counter and hit your target, then your Attack / Jutsu will do Double Damage. Double Damage is calculated by rolling Normal Damage then Multiplying it by 2 (This includes all Damage Bonuses, and Stat Bonus Damages as well as the Jutsu Bonus Damage if there is Any). Some Bloodlines / Abilities lower your Critical Range. This applies to all forms of jutsu.

- You only get one action per turn (Unless the previous round you stacked) This turn can be used in several different ways, depending on what you wish to do. You may also Defend freely against incoming enemy attacks, But what you also can do is Counter. Countering is acting before your enemy can, and attacking them with a Jutsu / Attack before the can excecute their Jutsu.

How to Counter: You can counter as a defensive roll, but when you do you use up your next turn. Meaning, when your enemy is attacking and you choose to counter. You have a chance to damage and defend at the same time but you give up your attack round. Also meaning that you only can counter once per turn(unless you have turns stacked up). There is different kinds of countering.

When Countering, it is described as a Defensive Roll. When you counter, you sacrifice your next turn, but you may use a Jutsu / Attack on the persn attacking you. You must state before the attack roll if you are going to counter, but You have the chance to Damage and Defend against the incoming Attack, but also give up your following atttack round. You may only counter once per turn. (Unless you have Stacked Turns) Some Jutsu cannot counter others. Below is the list of what Can / Cannot counter against each other:

Taijutsu / Kenjutsu Vs Taijutsu / Kenjutsu = DEX / STR Vs DEX / STR
Taijutsu / Kenjutsu Vs Ninjutsu = DEX / STR Vs WIS
Ninjutsu Vs Ninjutsu = WIS Vs WIS
Ninjutsu Vs Taijutsu / Kenjutsu = WIS Vs DEX / STR
Genjutsu Vs Genjutsu = INT Vs INT
Genjutsu vs tai/kenjutsu = INT vs STR/DEX

NOTE: That you can counter a taijutsu/kenjutsu attack with Genjutsu, but you cannot counter a genjutsu in any other way but to use another genjutsu.
NOTE: Please dont roll the seccond your done typing your emote as a counter roll cannot be made after said roll is rolled. The polite thing to do is ask the person your combating if he wishes to counter after emote and before roll.
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